Wednesday, March 4, 2026

Horus Heresy 3e Review: Mhara Gal Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. 

Background.
What do you get if you put a smashed up Gal Vorbak inside a contemptor dreadnought? The Word Bearers have conclusively answered this with the Mhara Gal. "...that which was blessed, but now stands beyond the sight of the gods" to use the official description. The dreadnought is a cursed creation with black flames flickering around it and reality itself upset by its presence. In many ways, this is punishment with life after death for the Gal Vorbak inside.

Strengths. 
A dreadnought profile mixed with dark blessings to create something a bit more deadly. 

Explodes and Fear are nice to have, but the real question comes down to which upgrades to take. 

I like the Warp Fire Cannon. The blasts coupled with 2 damages, breaching and shred is excellent. 

The baseline burning warp fire template is nice for causing panic and probably something you should keep. The tainted claw is similarly great hitting at S=10 with AP=2 and 3 damage. I don't feel any need to upgrade to gravis bolt cannons. Melta cannon might be interesting, lascannons are okay, but you want to be close range for combat, and the same issue raises its head for the autocannon. Hence it is between the warp fire cannon and the melta cannon for me. Given that the model is sold in resin with the warp fire cannon, I really recommend that. 

Weaknesses. 
Not many. It is malefic as you might expect. Just a pity that it cannot take 2 tainted talons or 2 warp fire cannons in third edition. 

Builds.
Mhara Gal with Warp Fire Cannon and Tainted Claw (210 points). 
I genuinely think that this is the build that you should be running. 

Tuesday, March 3, 2026

Horus Heresy 3e Review: Gal Vorbak

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down, but only just. The rules are very good and worth the points cost.

Background.
The Shattered Sun chapter of the Word Bearers stared too hard and too long into the darkness on the ancient world of Cadia. The darkness stared right back at them. Those who survived found themselves infiltrated by the powers from beyond and not so much possessed as those who would come after them, but rather hosts who entered into coexistence with them. Their forms are able to bloat and swell, grow hideous claws, and form weapons to help them as they bound and leap across the battlefield.

Strengths. 
Three wounds with 5's elsewhere make the Gal Vorbak a force to be reckoned with. 

They come with tainted talons as native which give AP=3, breaching, shred, and phage on strength which is excellent. Sure, AP=2 would be nicer, but that wasn't there in previous editions either. 

They come with bolt guns which gives them tactical flexibility, along with Vanguard (3), and Fear which is great. 

Weaknesses. 
The 3+ armour save is a slight issue, but you do have feel no pain to help with that. 

They are also Malefic. This might or might not bother you depending on the type of Word Bearers army you are playing. Of course, they are traitors only. 

Builds.
5 Gal Vorbak, 1 Power Fist (260 points).
A typical baseline build. 

10 Gal Vorbak, 2 melta guns, 2 power fists (550 points).
A maximal squad.

Monday, March 2, 2026

Horus Heresy 3e Review: Zardu Layak

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are good and Zardu has a near unique power to control others.

Background.
One of the first of the Word Bearers to fully embrace the new religion after the Censure of Monarchia. Zardu is described as fiery and fervent in his beliefs, and has handily shackled a pair of unfortunate battle brothers to his own will over time -- the so called blade slaves. 

Strengths. 
A reasonable stat line much like a centurion combines with a force weapon with S+2 and enhanced D on force. The panoply of flame helps with combat resolution but the real strength here to my mind is the Binder of Souls psychic power (he also gets breach the veil). Select an enemy model with Willpower of 7 or less and they're yours in the close combat that Zardu is also part of. Handy, and almost unique in the game. 

Meanwhile the blade slaves (Anakatis Kul) come with plasma pistols and the famous blades which give AP=3 and breaching with Phage on Strength. The stat line is also attractive with T=5 and S=5. Solid meat shields for Zardu and I like the fact that they also explode!

Weaknesses. 
I never quite know what to make of Zardu and his blade slaves. They are cute little compact unit and there is some attraction in having the psychic power to control others. But if I am being truly brutally honest, there's just better HQ selections for the Word Bearers. 

Overall.
I think Zardu has his placed as the HQ of a corrupted army, and as the forefront character for a melee charge. Beyond that, I actually don't like him too much. The one time I saw him on the battlefield, I dealt with him through a combination of precision shots and pie plates. His blade slaves routed shortly after. Its a bit of a shrug from me - he is fine overall, but just not the first choice I think. Cheap enough to consider for a kill team to be clear. 

Saturday, February 28, 2026

Praetor Challenge: Iron Warriors vs World Eaters

Today's Praetor's Challenge is brought to you by the Iron Warriors and the World Eaters legions. It is the Worlds Eaters to play and the question is as usual: what is the optimal (or most characterful) choice/s possible?



Iron Warriors:
10x Tactical Squad (sat on an objective). Sergeant with power fist.
3x Cataphractii Terminators (2x twin lightning claws, 1 with reaper autocannon and chain fist).
1x Cataphractii Terminator Praetor (1 wound remains, twin lightning claws).
1x Contemptor Dreadnought with las cannon and power fist (2 wounds remain). 

World Eaters:
5x Tartaros Terminators (all with twin lightning claws); two of them have 1 wound remaining. 
1x Tartaros Terminator Praetor (paragon blade); two wounds remaining. 
5x Tartaros Terminators (3 with chain fists, 2 with power mauls); two of them have 1 wound remaining. 

What are the world eaters going to chase: a praetor kill? the objective under the tactical squad? finish the dreadnought? And why?

Internet kudos points (worth nothing but bragging rights!) await!


Friday, February 27, 2026

Horus Heresy 3e Review: Argel Tal

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. With a slightly better stat line I'd go even higher. 

Background.
Belonging to the doomed Serrated Sun chapter of the Word Bearers, Tal gazed into the abyss and it gazed back to turn him into the lord of the Gal Vorbak. Not possessed like his brethren in 40k are, but a symbiote, his form is dominated by a large pair of wings sprouting from his back when in combat. He was also one of the first to paint his armour red -- the colour of the Word Bearers' betrayal. He was also best buddies with Kharn of the World Eaters and had lots of fun fighting alongside him. 

Strengths. 
Those wings are fantastic and grant Tal an impressive movement rate of 14. With 5's in most other places and WS=6, he is a close combat monster all told. His daemonic talons slice at AP=2 and 2 damage each, although there's no S bonuses or anything else to speak of here (the talons are noted to be psychic though!). But he still has Krak and Frag grenades which is nice. 

The special rules are reasonable, especially feel no pain at 5+ and fear. Naturally, he can also deep strike. 

Weaknesses. 
Classed as Malefic, he's not going to be joining the regular rank and file of the legion of course. 

Overall.
You want to play him aggressively. Perhaps with malefic assault marines for company. Or other of his Gal Vorbak. He is Master of the Legion, so could also be taken as your overall daemon friendly commander if you went down that route. You would have to think carefully how you are going to handle heavy tanks in such an army though. 

Thursday, February 26, 2026

Horus Heresy 3e Review: Erebus

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. With a slightly better stat line I'd go even higher. 

Background.
If there is a singular figure that blame for the Heresy can be attributed to, then Erebus would take it. It was he who counselled Lorgar that if the Emperor didn't want adoration and worship then there were other beings - true gods - who did. When Lorgar trod the path to damnation it was he that again counselled caution and planning rather than diving head first in to rebellion, declaring for the darker powers immediately and spreading the word of the Primordial Annihilator to the Galaxy. And it would be Erebus who became the architect of Horus' downfall as well. But on top of this, he is also a servant and a puppet of the Dark Powers. Little more than a pawn to be used by them as their plans came to fruition (albeit through him).

Strengths. 
He is a native psyker with anathemata (so take some daemons in your roster!). Uniquely, he can actually take the daemonic manifestation auxiliary detachments - plural - natively. I strongly feel Lorgar should also have this to be very honest. And why can't Magnus either for that matter? Oh well. Erebus is it. For this reason alone he is worth taking. Naturally, he can also join Malefic units which is great for him! 

The Crux Malifica is a psychic weapon with phage on strength (which a lot of the legion has access to) and comes with S+3 at AP=2 and 2 damage. This is fantastic. The plasma pistol at this point is almost decorative. 

The stat line is reasonable with 5's in WS, BS and I and solid advanced characteristics. 

Weaknesses. 
Sure, he isn't quite Abaddon or similar. He's more like a psychically enhanced command unit than a native high command one (Praetor's WS is strictly better!). But summoning lots of deamons whilst attached to Gal Vorbak or similar is an attractive prospect to be very honest. 

No master of the legion is also an issue here. 

Overall.
Fluffy, deadly, and a very valid choice for the Word Bearers. What is not to like? Oh yeah. He is Erebus. 

Wednesday, February 25, 2026

Horus Heresy 3e Review: Kor Phaeron

Warpstone Flux Rating: 
⭐️⭐️⭐️
2.5/5 stars, rounded up. The rules are okay but he's not a full Astartes. 

Background.
Kor Phaeron is the Father figure of Lorgar himself. He was too old to be fully elevated to an Astartes, but this didn't stop Lorgar and co from gene crafting him into an almost Astartes and gifting him some specialist equipment so that he could take his place by Lorgar's side.. 

Strengths. 
The Patriarch's Claws grant shred and AP=2 which is great. But not so much due to his innate S being only 3. The digi flamer is excellent though and a real surprise to most. 

He comes with the special rule of Dark Oratory. In shouting range he can grant a unit hatred of loyalists (handy) or give them Cool+2 and Leadership+2 which is similarly solid enough. 

With Jealous Command you gain W+1 and leadership goes up to an impactful level of 11. 

Weaknesses. 
With only 3's in S and T, Phaeron is vulnerable in a way that almost no other high command figure in the heresy is. 

Overall.
Fluffy, certainly. Useful, certainly for assured hatred of loyalists. Worth the points? I'm on the fence. He S and T are real issues, so only the most ardent player is going to play him as the high command option, otherwise he would be circumstantially useful against loyalists. 

Tuesday, February 24, 2026

Horus Heresy 3e Review: Lorgar

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. As with previous editions, Lorgar is not one of the most powerful Primarchs, but he certainly can still pack a punch if you underestimate him. 

Background.
Lorgar Aurelian and his Word Bearers had cause to turn traitor, but no one could have particularly seen just how far he would fall, how fast, and how many he would also be taking with him along the way. Once creating compliant worlds out of faith to the Emperor, our orator of the word was rebuked and spat out with devastating results for him, his legion, and half the other legions to boot. His is the original guilt for the entire civil war. 

Strengths. 
With 6's across the board, Lorgar's stat line is nothing to write home about. His cool of 11 is reasonable though. 

Devotion (his side arm) is impressive with S=8 combined with shock and pinning thanks to being a graviton weapon. Don't forget to fire this one. Meanwhile Illuminarum is impressive by granting S+2 and 3 damage along with phage on strength (which frankly Lorgar needs to be competitive), critical hitting and reaping blows. He can and will cause damage in close combat, but his brothers will generally be a match for him. Even Alpharius. 

He comes with Hatred or Loyalists as standard which will help him against loyalist primarchs at least. He also has access to the Anathema Discipline which means you should be thinking about what daemons to take in an army list along with Lorgar so he can summon them at a convenient time. You will need how to think to include daemons in your force chart though.

Through the Power of the Word, he is able to join Malefic units, and as Sire of the Word Bearers, bonus prime slots arrive through tactical squads and despoilers which is fitting. Everyone also passes leadership tests on the first turn in the Word Bearers that accompany him. This is nice. 

Weaknesses. 
As a primarch, he is undoubtedly one of the weakest. He will likely lose challenges against most if not all of his brothers, even with Phage and Hatred running. The WS=6 holds him back, and I=6 won't cut it all of the time. Illuminarum is powerful, to be clear, but landing those blows in the first place (due to WS=6) is an issue against many of his brothers. 

Overall.
I like the possibility of Lorgar being able to summon daemons mid battle. This is very fitting and shouldn't be overlooked as a possibility to help him directly in combats. Just don't expect to win against his brothers too often, and his points cost is actually not too bad overall. He is still a primarch, and able to waste entire lesser units on his own, after all. Choose your battles well. 

Monday, February 23, 2026

Horus Heresy 3e Review: Word Bearers Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars, but rounded down. Good and solid rules with some outstanding entries when timed well. 

Background.
The origin of the Heresy. The traitor's traitor legion. Once held in high regard by all, and venerating the Emperor as a deity, the legion was laid low by the same man at Monarchia when he demonstrated the error of the legion's ways through a rather extreme censure. This ultimately caused them to explore beyond their faith in the Emperor and to (re)discover the chaos gods. Lorgar, his close friends, and the legion more widely spread the rot from which the Heresy would flourish and wrote their names in infamy from Isstvan to Ultramar and beyond. Welcome to the Primordial Truth that existed long before the Imperial Truth. 

Armoury. 

Burning Lore. In exchange for their very souls, high command characters can gain psychic powers. Not bad and a small points cost!

Zealous Assault gives prime slots impact (strength). This might not seem much, but trust me: this can be a game changer. 

Warpfire Weapons return via legacies. These are mild upgrades for officer weapons, special weapons and heavy weapons. They are generally interesting and give breaching and shred so are worth the cost. 

Tainted Weapons are also from legacies and give your squad sergeants phage on strength for a solid points increase. This is also generally worth while, but you need to factor in your opponents. 

Tactica. 
Unwavering Conviction is a different take on the zealotry of the legion and gives +1 combat resolution. Importantly, this stacks with other sources of resolution. Therefore your army is already looking like melee orientated and infantry heavy in the main part.

Gambit.  
Beseech the gods is solid but only applies in the first combat round. You get S+1 and A+1 if you pass a willpower check. Hopefully you will do that. Fail and you take a wound. 

Additional Detachements. 
Exalted Conclave brings you bonus troops and elites with prime slots on the troops. This is incredibly flexible and spot on for the legion. 

Advanced Reaction. 
Glorious Martyrdom is potent stuff. Once per battle a brother puts himself in the line of fire to take all incoming shots from a fire group(s). He probably won't survive. But he has sacrificed himself for his brothers and the rest of the shots go to waste. This can be game changing when played and timed well. It is really that good! Arguably one of the best advanced reactions in the game to my mind. 

The Word Bearers are actually quite a potent close combat force in third edition 30k; and one where you can also sacrifice a brother to save a squad from incoming shooting which is amazing and can be game changing. I think the Word Bearers are actually really under estimated in third edition and much more powerful than many players give them credit for! 

Saturday, February 21, 2026

Emperor's Children Terminator Lord or Praetor

A conversion that I've been thinking about undertaking for a long time has finally taken shape! This model is an Emperor's Children terminator. Possibly a Praetor for 30k or a chaos lord for 40k. It could work either way (although obviously traitor aligned for the Heresy era). 

The parts used include:

Tail: Daughters of Khaine Blood Sisters (Age of Sigmar)
Body, Head, and Cape: Chaos Terminator Lord
Lightning Claws: Dark Angels
Shoulder Pads: Regular 40k Terminator

The core idea here is that this is a Lord or Praetor who is treading right down the chaos path toward the dark prince. He is clearly mutated already, but his brothers don't care and regard it as perfectly natural, or perhaps a level of perfection for them to all aspire to! 

I might use him along side the thunder hammer and storm shield Emperor's Children Indomitus terminators that I have already assembled and painted. The painting here uses the exact same formulation of my standard approach to the Emperor's Children in Horus Heresy, so he does at least slot in nicely in terms of the colour scheme, but perhaps a bit less so with the mutation! I'm reasonably content with how it turned out, but I do acknowledge that some finer details could do with touching up (e.g., the eye of Horus in the centre of the chest and some more highlighting on the tail perhaps). 


Friday, February 20, 2026

Horus Heresy 3e Review: Seeker Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars, rounded up!! One of the best squads (arguably) in the game. 

Background.
An invention of the Alpha Legion which subsequently spread to other legions with the Emperor's blessings. The seekers are the best shots in the legions and gather together with explicit orders to take down the enemy command structure and are armed with weapons to do exactly that. 

Strengths. 
Infiltrate (9) is excellent here and will get you within range of almost anything. 

The seekers come issued with a Kraken bolt gun. These are impressive. Apart from the 30 inch range, they have precision and shot selector. This latter rule is to account for the specialist rounds that they carry. Every turn you can gain your choice of panic, breaching, or suppressive. This is excellent!

Alternatively, swap it out for a combi-bolt gun (which might work for a melta-cide squad). I also like to arm the sergeant with a close combat weapon that will make the enemy think twice, or at least cause some damage in a distraction carnifex style. 

Weaknesses. 
Seekers suits some legions more than others, of course. 

Fundamentally, these are 3+ save marines with 1 wound each. However, the points cost remains entirely reasonable for what they are able to pull off. 

Finally a warning. Don't spam multiple small units of these if you, you know, like having friends. 

Builds.
5 Seekers, Sergeant with Power Weapon, Nuncio Vox, Augury Scanner (135 points).
A basic build. Multiple ones of these will leave you with few friends. Just so I'm clear. 

5 Seekers, 5 Combi-Meltas (155 points).
Melta-cide distraction. Other squads might do this better, but I still like this set up. 

10 Seekers, Sergeant with Thunder Hammer and melta bombs, Nuncio Vox, Augury Scanner (240points).
More expensive, but the full tool kit that you'd ever need. Yes, terminators are cheaper which is why I favour multiple small units for seekers. 

Thursday, February 19, 2026

Horus Heresy 3e Review: Veteran Assault Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Once again, command squads are strictly better here, but these squads are still reasonable. 

Background.
The veteran assault squad members have to be exceptional to have such a good survival rate. In return, they get their picks from the legion armoury to take into battle with them which provides a good amount of customization possibilities. 

Strengths. 
Any member can take one of the sergeant melee weapons. Hence this is going to be a strong way to bring lots of power weapons, fists, thunder hammers, and the rest to the party. Note that chain axes are a free upgrade here. Twin lightning claws also have a case to be thought about. Heavy chain axes and chain swords to taste (or for fluff reasons). 

Combat shields might make a difference here given the base saving throw remains 3+. 

Melta bombs and pistols for the sergeant are to taste really. But given you have WS=5, you want to get into melee and remain there. Further pistols are to taste, and there is a case for multiple flame weapons or plasma. 

Weaknesses. 
Don't bother with the volkite here - there's not enough access to bother with. As with the veteran tactical squads, the stat line is only at a base level (3+ save, low advanced characteristics) despite the WS=5 and two wounds each. 

Builds.
10 Veterans, Chain Axes, 2 Heavy Chain Axes, Sergeant with Thunder Hammer (255 points).
Choppy.

10 Veterans, 10 Twin Lightning Claws (330 points)
Steep points cost. You get all power weapons for the same cost as well - NB. 

10 Veterans, Combat Shields, 10 Thunder Hammers (400 points).
Ridiculous (which is to say pretty much prohibitive) points cost, but looks very cool admittedly. 

Wednesday, February 18, 2026

Horus Heresy 3e Review: Veteran Tactical Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Some customization is possible, but command squads do it better. 

Background.
Beginning our look at the Elites section, the veteran tactical squad represents those marines who have been doing the job, and doing it well, for a long time. They are afforded more deadly weaponry where appropriate and set the example by which others are measured.

Strengths. 
There is some customization available here. Disintegration weapons are a reasonable option, but you only have a 3+ save. Shotgund are great from a tactical status point of view. Volkite chargers are merely okay so long as you have them in numbers.

The double wound is nice and the BS=5 argues for medium ranged shooting attacks. Line (1) is also handy. 

Weaknesses. 
The armour save of 3+ is a problem for disintegration weapons - you would be better with a command squad for the 2+ armour save. But equally, the points cost is understandably lower here. So you get what you pay for. 

The advanced characteristics are not high either. 

Builds.
5 Veterans, 4 Disintegration Rifles, 1 Heavy Disintegrator, Augury Scanner, Nuncio Vox (140 points).
Disintegration squad. Possibly disintegrating yourself as well. 
Take combi-weapons instead for melta-cide duty if required. 

5 Veterans, 5 Shotguns, Sergeant with Thunder Hammer, Nuncio Vox, Vexilla (130 points)
Apply some tactical conditions and generally be annoying! Several of these are very annoying, rest assured. 

10 Veterans, 10 Volkite Chargers, Sergeant with Power Fist, Nuncio Vox, Vexilla (215 points).
Volkite means going big. Range means you will probably get into close combat, hence the vexilla. 



Tuesday, February 17, 2026

Summary page updated

Today's post isn't a very exciting post. It is simply this: I've spent some time updating the Horus Heresy third edition summary page

We have now reviewed 7 loyalist legions (Dark Angels and Blood Angels yet to do), and 7 traitor legions (Thousand Sons and Word Bearers yet to do). Let me know if you have a preference for the next legion in the comments below (otherwise I will choose!).

And I'm still missing some core units as well. Elites, Support, Heavy Transport, Fast Attack, and Armour are all still yet to do. Yikes! I will turn to the Lords of War last to be honest. Again, let me know if you have preferences in the comments below. 

I will get through every single unit eventually - we swear it as the oath of the moment!

And then onward to the other books!

Monday, February 16, 2026

Horus Heresy 3e Review: Reaver Attack Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. They are okay overall and their flexible builds mean you can have access to lots of deployment options. 

Background.
An evolution of the despoiler squad, with Horus' name and the Cthonian ganger background writ large across it. The Reavers are the other half of the Sons of Horus elites and an opposite/complement to the Jastaerin. They are individuals clubbed together in their own squad which is a war band in and of itself as you might expect of their Cthonian origins. 

Strengths. 
Chain axes and bolt pistols as standard coupled with WS=5 a nice complement of attacks and 2 wounds each. 

The squad features a high level of flexibility in builds and can take lots of sergeant weapons and pistols if you have the points value available, along with special weapons to boot. 

The "Aggressor" variant from the Legacies update allows them to take jump packs for a modest points increase which comes recommended. Indeed, all the builds below are quite viable in this configuration as well. 

Weaknesses. 
The armour save of the reavers remains at 3+ and means that they are vulnerable to the more elite shooting and melee attacks of other units. 

Builds.
10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Plasma Guns, 4 Power Fists (345 points).
Take a rhino and go forth. 

10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Melta Guns (295 points).
Blow up some light tanks and assault the contents if it is a transport. Take power weapons to taste.

10 Reavers, 2 Flamers, 3 Hand Flamers, 4 Power Axes (310 points).
Take the nuncio vox and vexilla to taste. Take as an aggressor unit?


Sunday, February 15, 2026

Horus Heresy 3e Review: Justaerin Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The classic Sons of Horus terminator squad. 

Background.
The Justaerin are the elite of the elite within the Sons of Horus. They are the literal embodiment of the tip of the spear that Horus was so fond of adopting and their purpose is simply that: the destroy the enemy heart and leave nothing standing in their wake..

Strengths. 
WS=5 and T=5 cataphractii terminators with 4 attacks to boast about and bane strike ammunition as standard. These are the elite soldiers kitted out with the best toys possible. 

There is some flexibility with builds available here, and they can have multiple battle field roles as a result. They are probably best used as the proverbial tip of the spear though. 

Vanguard (4) is really handy. It can literally swing games when played correctly. 

Weaknesses. 
The Justaerin don't really have too many weaknesses other than their sheer points cost. Even a basic unit costs like a land raider. And you will probably want the same to transport them I'd imagine. Short of figuring out a good deep strike method. It is interesting to note that they do NOT have Carsoran power axes as standard here. Equally, there's a good argument for not spending points value on these axes in third edition. 

Builds.
5 Justaerin, 1 with heavy flamer, 1 with thunder hammer (295 points).
A baseline entry squad with little to talk about. Grab a vehicle and go hunting. 

10 Justaerin, 2 Multi-Meltas, 4 Combi-Meltas, 2 Chain Fists (575 points). 
The free combi bolters are an entertaining option in third edition and can make a unit specialised without trying too hard. 

10 Justaerin, 2 Reaper Autocannons, 4 Power Fists (595 points). 
One for hunting down the enemy terminators perhaps. The combination of bane strike and the firepower of reapers should hit reasonable well, but the power fists are needed for that low AP. Take thunder hammers to taste. Lightning claws are a nice alternative for sheer volume of close combat attacks, but giving up bane strike (especially with the re-worked legion trait) is tough to do for these terminators.

Saturday, February 14, 2026

Horus Heresy 3e Review: Dark Emissary

Warpstone Flux Rating: 
⭐️⭐️⭐️
2.5/5 stars. Rounded up. The rules are acceptable. 

Background.
Eyes, ears, examples of the skills that Horus demanded of his traitorous allies, and executioners for those who fell short. The dark emissaries were sent by Horus to keep tabs on his allies and guide them along the required path.

Strengths. 
A relatively cheap command character for the Sons of Horus. The stat line has 4's and 5's in the places you might expect, with Leadership of 10 and Cool of 10 as well. 

He comes armed with a mere bolt pistol, a staff of dark authority, and a special rule called Eyes of the Warmaster. 

The Staff is essentially a power weapon with +1 for strength and critical hitting. It is okay overall without being overpowered. 

The Eyes of the Warmaster allows the character to join other factions (like other legion allies) and the leadership and cool are not lost here. This is fluffy and appropriate I think. 

In legacies, he can also be placed into terminator armour which is a solid enhancement and worth considering. 

Weaknesses. 
I want to like the Dark Emissary more than I do. He is very fluffy, but ends up being just a bit niche. Even the humble bolt pistol lacks bane strike here sadly (and the only way to get it is to exchange a bolt gun which he doesn't have - take the terminator option with the combi bolt gun and you have a deal though!). You could upgrade to a plasma pistol I suppose. 

Overall.
A cheap character. A fluffy character. He should be doing more than he is. I want a single instance of him within other traitor forces, but there's no point in doing so unless you really want to be as fluffy as humanly possible. Other characters are strictly better and do more. He's honestly a bit of a drag on resources for the third edition force organization chart. Can't see him being played as even the fluffy players will struggle to slot him in without a lot of soul searching. 

[Author's note - This is the final entry for characters from the Sons of Horus! This legion has far too many playable characters in comparison to other legions now - command and high command are bloated.]

Friday, February 13, 2026

Horus Heresy 3e Review: Maloghurst The Twisted

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are okay. 

Background.
Equerry to the Warmaster himself, Maloghurst was almost killed in earlier action which left his body shattered and earned his moniker. With little left but to serve his Primarch, he became ever more the shrewd operator and trusted on the battlefield to carry the icon of Horus and thus also became known as the Bearer of the Eye. 

Strengths. 
A reasonable stat line, but with reduced movement as you might imagine. 

He carries the Icon of the Warmaster into battle. This provides +1 to Line and Vanguard for the unit he is attached to. This is actually really nice and can pivot his use in games entirely - and possibly help to win.

Bane strike ammunition in a bolt gun and a regular issue power sword round out the character.  

Weaknesses. 
Mal's days of glory in single combat are over. Over. He doesn't have to take part in challenges. And no one would blame him. 

Overall.
The points cost here is average for what you are getting. Yes, there are some draw backs overall. But they are tolerable. He is also certainly fluffy for the Sons of Horus. No denying that. But he's probably not your first pick for a command character either. That Line +1 rule is very tempting though, even if it is kept on the back lines. 

Thursday, February 12, 2026

Praetor Challenge: Word Bearers vs World Eaters

On a near airless moon, Lorgar leads his mutated followers against Angron and his crazed World Eaters! But what should they do?


It is the Word Bearers to play. The set up is as see at the start of the Word Bearers movement phase. 

Word Bearers:
1x Angron. [He has a summoning reading for a unit of 5x daemons - NB]. Unwounded. 
5x Gal Vorbak. 1 of them is down to 1 wound remaining. 

World Eaters:
1x Leviathan Dreadnought with grav flux bombard and storm cannon. 2 wounds remaining. 
1x Angron. 4 wounds remaining. 
6x Tartaros terminators. 5x Lightning Claws [1 has 1 wound remaining], and 1x Praetor with Paragon Blade (counts as) with 2 wounds remaining.  

The dreadnought LITERALLY is sat on top of an objective. Not that many of the participants seem to care!

What is the best play for the Word Bearers?
Internet kudos points await! (Only redeemable with your own friends when you boast to them about Warpstone Flux's Praetor Challenge ;).


Tuesday, February 10, 2026

Horus Heresy 3e Review: Vheren Ashurhaddon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The Either continues our leader heavy exploration of the Sons of Horus. 

Background.
Vheren really didn't like it when the Sons of Horus were falling to the ruinous powers. He just wanted his legion back to being simple humble reavers and traitors - and to hell with warp spawn. So he chose to invade Cthonia and take it back for the greater glory! Aside from that, he perfected the reaving warfare technique that many would later aspire to and generally held the terrans of his legion in disdain.

Strengths. 
A praetor level character with WS=7 here. 

He comes with a pair of bolt pistols that can be fired as the Bane Strike Fusillade. This gives you four shots at S=5 and with breaching. This is great, but the range is obviously short. The Axe Serpentis is reasonable and gives you critical hitting with AP=2 built in. The gain in initiative is also good to have.

He also has a vexilla to round out his character which is fitting given how he rounded up his men to his own (no chaos traitor) banner I suppose. 

Weaknesses. 
In truth, Ashurhaddon doesn't really have anything special about him beyond the stat line WS enhancement and the unique equipment. No special rules to be seen here sadly. A bit of a missed opportunity to make him more characterful in my opinion. 

Overall.
You are paying a good increase in points value for the extra pip in WS combined with that vexilla and special equipment. I suspect you probably would have the vexilla elsewhere in a retinue squad if you had the option. Other than that, Ashurhaddon is a very reasonable character and extremely fluffy for the attempt to re-take Cthonia for the Sons of Horus. 

Monday, February 9, 2026

Horus Heresy 3e Review: Tybalt Marr

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The Either continues our leader heavy exploration of the Sons of Horus. 

Background.
Tasked with hunting down the rogue elements of the shattered legions, Marr got embroiled in a three year campaign against non other than Shadrak Meduson of the Iron Hands. He succeeded in the end, but it cost a lot of men and time to do so. 

Strengths. 
A praetor level stat line, but with a sword that helps him stand out. The Culling Blade grants an entertaining combination of breaching, critical hits, and poisoned to allow him to fell many of his erstwhile loyalist cousins with ease. The bane strike bolt gun is merely the icing on the cake here. 

Hatred against the Shattered Legions is an interesting special rule to have, and clearly situational yet also very appropriate. 

Weaknesses. 
A fairly solid character overall with no general weaknesses, but obviously might not be everyone's proverbial cup of tea, but I like him. 

Overall.
Fluffy to be very clear. His hunting down of the Shattered Legions is well depicted here and his Culling Blade entirely appropriate. The points value for Marr is also spot on for what he does. There's little not to like, except for the fact that the Sons of Horus are over-run with character choices. Hence I suspect Marr will be seen only in fluffier elements of the Sons of Horus who have been tasked with anti-shattered legion duties, which for me is a bit sad. 

Saturday, February 7, 2026

Iron Hands Tartaros Siege Squad Completed

Adding to the Iron Hands forces, a freshly completed squad of Tartaros terminators in a siege squad configuration!


Each terminator is armed with a reaper auto cannon and a chain fist (with the squad sergeant having the reaper from the chaos range with the others holding standard Tartaros reapers). This makes the squad pretty expensive in terms of sheer points value (I probably should have just used power axes to be honest), but it looks very good overall regardless. And it means that the squad can potentially have multiple roles whilst also looking like a real siege squad in my head cannon (why take power axes when you can have chain fists for a siege?). 

As with the first test model, I have replicated the red colouring on the left hand chain fist to make the models "pop" a little more on the battlefield. All legions have peculiar markings, so why should the Iron Hands be any different? Decals / transfers have been applied on to the chain fists, shoulder pads, and lower leg armour to give them a uniformity of appearance. Although the basing is simple, it does offset the matt black colour of the Iron Hands enough to make them readable at a distance without too much effort. 

Squad complete!

Friday, February 6, 2026

Horus Heresy 3e Review: Garviel Loken

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Solid and fluffy for the Loyalist Sons of Horus or Luna Wolves amongst you.  

Background.
The loyalist's loyalist and survivor without peer. Loken was betrayed at the events in the Isstvan system by Horus but subsequently rose to exact revenge. And rose again. Almost the star of the early books in the black library series, Loken was a Captain in the Sons, but renounced them to reclaim the ideals of the Luna Wolves of old.

Strengths. 
A praetor level stat line and a loyalist to boot. 

Loken comes with a Paragon Blade which will certainly assist with close combat. His special rule is of some note though. Born Survivor means that when he dies for the first time in a game, he has a 50/50 chance of immediately coming back on with 1 wound remaining. You just can't keep the guy down until he's through with all the traitors! 

Weaknesses. 
Loyalist only of course. Not necessarily a weakness of course. He is also a sort of mirror image of Little Horus Aximand in the game. Certainly a fluffy choice. Hatred against Traitors is worth noting here as well for the bonus to wound. 

Overall.
From a points value point of view, Loken costs only fractionally more than Aximand for which you get the Born survivor rule. But his paragon blade is strictly worse than Mourn-It-All, and therefore Aximand has the edge statistically, but that's before you factor in Hatred - its a delicate balance but I think that the damage = 2 on Aximand still takes the day overall? (Let me know if you've ran the stats? I'm going on gut instinct here!). Loken isn't looking too crash hot against Abaddon either due to the WS difference. But so what. If you are playing Luna Wolves or loyalist Sons of Horus, he is as ideal as they come!

Thursday, February 5, 2026

Horus Heresy 3e Review: "Little" Horus Aximand

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A fluffy choice for a high command entry in the Sons of Horus. 

Background.
Little Horus looked exactly like his gene sire in appearance. He chose to follow the same into Heresy and became a traitor, but was never too sure about his choices. He became wracked with guilt about it, and sought to justify his choice to himself repeatedly, ultimately fighting on Beta-Garmon.

Strengths. 
The stat line here looks and feels like a Praetor level character - which is exactly what Aximand is at a fundamental level. He comes with Mourn-It-All as his close combat weapon which is a power blade with S+1 and critical hitting which is very nice to have. The bane strike on his bolt gun is also similarly nice. He carries a shield, but I'm not too sure you would make use of it unless you are running him with a Breacher squad. 

His special rule is exceptionally circumstantial: Haunted. You gain extra victory points for taking out Loken. 

Impact on (I) is very nice overall though - and makes him worth it. 

Weaknesses. 
Activation of the special rule will be a very unusual event in any given game or tournament. This is a character that is basically wanting to be used and chosen in a fluffy style game. And I for one don't mind that!

Overall.
From a points value point of view, Aximand is worth the points cost. As noted above, the special rules are a little circumstantial to say the least and the shield trait is probably not going to get used that much. 

Wednesday, February 4, 2026

Horus Heresy 3e Review: Ezekyle Abaddon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars but rounded up. Master of the Justaerin and First Captain of the Sons of Horus. He followed his gene sire into damnation and went on to have a legacy like no other.  

Background.
The legendary First Captain of the Sons of Horus is rumoured to be a gene-clone of the great man himself. Yet is isn't just in appearance that he resembled Horus. His fighting style, and ultimately loyalty to Horus saw him tread the pathway toward infamy in lockstep with his Legion's sire. 

Strengths. 
With WS=7, 5 wounds and cataphractii terminator armour, the basic gear and set up of Abaddon is impressive and intimidating. 

He comes as standard with a Cthonian Power Claw which gives S+4 with shred and AP2 which is just plain nasty even with the initiative modifier. Add on to this the grenade harness and banestrike bolt rounds and he is a beast on the table. 

On top of this, he has native deep strike that he can share with his Justaerin, as well as the ability to share feel no pain for the turn when they've all come on to the table via deep strike. This is absolutely excellent. 

Beyond this, eternal warrior is nice. 

Weaknesses. 
Not many realistically. He is a force to be reckoned with. The points cost is steep, but he fundamentally is a fantastic character. 

Overall.
Pricey? Undoubtedly. 
Fluffy and usable? Totally. 
There's little not to like other than the sheer points value, but if you invest in the deep strike strategy I feel good about it paying off hence the large number of stars from me!

Tuesday, February 3, 2026

Horus Heresy 3e Review: Horus Ascended

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. Swollen on Warp Power, this version of Horus is exceptionally deadly and likely the most powerful (close combat) character in the game now. 

Background.
Drunk on the power of the warp, Horus became a swollen and towering version of his former self second only to the Emperor himself. It was not only his physique that changed though. His very personality altered. Gone was the consummate commander and honourable comrade who could get others to spin on a pin head through his words alone. Instead, he started punishing even minor infractions with serious consequences. His mental aspects became a dark reflection of the power that surged through him. 

Strengths. 
Let's start with the stat line. Horus gains bonuses almost everywhere. WS=9 is crazy, but when combined with 8s in many other places and 7s in A and I, he is truly exceptional. Even Vulkan would be put to shame now. His leadership (not so counter intuitively for the rebels) grows to 14 too. 

For the special rules, he retains deep strike, and gains feel not pain, fear, improves his eternal warrior stat, and retains his reaction bonus (+1 per turn). In addition to this, he gains The Spreading Corruption which means he is malefic and can join similar squads if he wishes. 

The Warmaster's Talon provides remains the same as before with 24 inch shots at S=5 with breaching, and also the lightning claws at AP=2 with reaping blow and shred. This is reasonable (better when you think about volleys at full ballistic skill), but once again, I suspect you will want the Worldbreaker as the favoured close combat weapon due to S+4, AP=2 and 3 damage (plus critical hitting). You take a bit of an initiative penalty, but you won't care too much I think. Those S=12 hits are going to wreck everything in the game pretty much. 

Weaknesses. 
He loses access to Sire of the Sons of Horus here as you might expect. So no bonus prime slots or similar I'm sorry to say. And no first turn movement bonuses any longer. 

Overall.
For the points cost, he is pretty much worth what you are paying. The native deep strike is expensive, yes, so you might want to think how to make the most of that, or give Horus a transport solution and run him with some malefic allies for maximum effect. And with the Ascended upgrade, Vulkan is no longer a match for him. I haven't ran his stats against Angron or Fulgrim as Daemon Primarchs, so not yet formed a view on the ascended rankings, but he seems to my initial reaction he is top of the pile there as well. Hence I'm giving Horus Ascended top ranking in all of the Horus Heresy! 5/5 stars from me. 

Monday, February 2, 2026

Horus Heresy 3e Review: Horus Lupercal

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Great, but no longer the top placed deadly primarch in my new controversial opinion!

Background.
There is little to say about the big guy himself that cannot be found elsewhere. He is the Primarch responsible for the entire series, the Heresy, the Civil War, and more. The most favoured son, the Warmaster, and the Breaker of Tyrants. Call it how you will: Horus is the crux of the entire setting more so than any other character. 

Strengths. 
To the stat line first. WS=8 is excellent indeed, and W=7 is strong with the advanced characteristics peaking in leadership and cool. 

He comes natively with deep strike, which explains the points cost. What really matters in terms of special rules though is the Master of War rule. This grants an almighty +1 reaction in each turn. This is not only fluffy and appropriate, but very strong when played well. 

The Warmaster's Talon provides 24 inch shots at S=5 with breaching, and also the lightning claws at AP=2 with reaping blow and shred. This is reasonable (better when you think about volleys at full ballistic skill), but I suspect you will want the Worldbreaker as the favoured close combat weapon due to S+4, AP=2 and 3 damage (plus critical hitting). You take a bit of an initiative penalty, but you won't care too much I think. 

As Sire of the Sons of Horus, you gain extra prime slots for 4 or more tacticals or despoilers which is easy to fulfil. And you also get movement+1 in the first turn thanks to your men really wanting to prove themselves in front of you. This is very helpful and calls even more strongly for a melee orientated force. 

Weaknesses. 
In all honesty, Horus is no longer quite as powerful as he was in other editions wherein I would give him a 5/5 star rating without hesitation. Some of his brothers are strictly better and will beat him up in a challenge. Most obviously Vulkan (equally, Vulkan always was noted to be the physically strongest primarch, so perhaps that's no surprise any longer). 

Overall.
Worth the points cost thanks to the army wide boons and the reaction bonuses. But he is no longer the number 1 primarch on the block - sorry folks! Vulkan takes the prize (ignoring chaos ascended daemon prince versions of primarch). 

Sunday, February 1, 2026

Horus Heresy 3e Review: Sons of Horus Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. The rules are relatively good. 

Background.
The Sons of Horus have a reputation for alpha-strikes: cutting out the heart or weak point of an enemy in a decapitation assault from which they will never recover. Such is the Cthonia legacy. Within the Heresy, their name is synonymous with the treachery itself. There were instrumental in the rebellion and the alliance with Chaos, right from the Betrayal of their own legion through to the Siege of Terra. They were at the forefront of everything. Whether Horus was deluded, seduced by chaos, or whispered to a little bit too much by certain Word Bearers is another matter entirely. 

Armoury. 

Banestrike. A gift from the Alpha Legion as evidence of their loyalty, the Sons of Horus are able to make good use of Banestrike ammunition. Breaching is good and generally worth it for a sub-set of squads. 

Carsoran Power Axes are a modest points cost upgrades to regular power axes. They are generally worth considering, but so are Thunder Hammers.

Martial Supremacy grants a prime advantage slot for both Duelist's Edge and Champion special rules. This is okay overall without being overpowered. 

Decurion Lanius. This is weaponeer upgrade for various tanks that gives you a banestrike bolt cannon on a pintle which is a nice weapon to have thanks to the relative strength and breaching. Thanks to Brutal Enforcement, you can also target your own men to stop them routing. Nasty. And also: Ouch. 

Tactica. 
Death Dealers is the third incarnation of a special rule for the entire legion in as many editions. The writers just can't seem to decide where the balance lies it seems. In Third Edition, it means making volley attacks at full ballistic skill. This is very useful for your close combat orientated squads - perhaps even tactical squads, and certainly banestrike squads. Of course, it comes with the provision that you need to be making volley attacks which in turn means getting up close and personal - as you have come to expect with Sons of Horus. 

Gambit.  
Merciless Strike is actually excellent. Phage on Toughness can swing an entire challenge and it is well worth using. Honestly, this is the stand out rule in the Sons of Horus for me!

Additional Detachements. 
Supremacy Cadre brings you extra heavy assault and troops to quell any foe. Quite nice, and very appropriate to the background. 

Advanced Reaction. 
Warrior Pride is unusual and lets you avoid a challenge if you have a WS that is greater than the challenger, and all other members of the reacting unit also have a better WS. Your enemy simply does not deserve death by your haughty superior hand apparently. Used judiciously, it can win entire combats. 

The Sons of Horus mutate again in Third Edition which sees yet another new core rule. And it isn't called tip of the spear either. It plays a little different as well, but those full BS volley shots are valuable, even if they only activate once in a while (you will want to activate them as much as possible, particularly on powerful weapons, or banestrike). 

Saturday, January 31, 2026

Iron Hands Terminator with Autocannon Conversion

In building up my Iron Hands from something of a Shattered Legions element to something a bit more viable on its own, I decided to go down the terminator route and incorporate some heavy shooting and hitting Tartaros armoured men. This is the first of a siege squad. 


The auto cannon here is borrowed from chaos space marines as can be seen by the spiked chain that is under hanging the main barrels. Some conversion work was required to get this to fit, but the connection is all but invisible underneath the relevant shoulder pad. 

For painting, this follows my standard Iron Hands formulation of a matte black colour achieved with Eshin Grey. For accents, I have opted to go for a contrasting red on the chain fist and leather between the legs. Although almost any colour could likely work for Iron Hands in this regard, the red draws the eye nicely without over-whelming the miniature. Silver accents and highlights coupled with select decal transfers rounds off the miniature and gives the final vibe of a squad leader who is ready to cause some havoc. 

Friday, January 30, 2026

Horus Heresy 3e Review: Cataphractii Terminator Command Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. More terminator goodness as far as I'm concerned. 

Background.
Cataphractii are the last word in personal protection and becoming a tank without being interred within a dreadnought. Excellent for close range fights aboard starships as they are for open battlefield siege attacks. 

Strengths. 
All of the points made for the Tartaros version are still valid here. A solid stat line with 2 wounds, WS=5 and T=5 and a native 4+ invulnerable save. 
Durable and with a lot of upgrades to consider.

The main upgrade to take is going to be your Legion Standard. This is one of the main reasons for taking a retinue, so you should buy this. No excuses! 

The grenade harness is similarly recommended for melee. 

Volkite chargers need to go big or go home. The combi bolt gun is still probably a slightly better choice overall unless you know you are facing non-marine armies. Combi-weapons are certainly useful, but the points cost will add up fast. 

I generally would not bother with a single lightning claw as a power weapon upgrade and instead consider a range of different types of power weapons if you are thinking along those lines. 

Pairs of lightning claws are very attractive in number and can do well overall - especially for swifter legions like Emperor's Children or ones that want to press a weight of attacks. Especially for charging out of a tank with. 

Weaknesses. 
Loads of choices here, but my only advice is to watch the points cost creep. In addition to the notes about tartaros here, recall that the movement rate is slower for cataphractii and that you have slow and purposeful. Maybe take a land raider to help with this?

Builds.
10 Chosen 9 with twin lightning claws, 1 with Legion Standard, Grenade Harness (535 points). 
Charge out of a land raider. 

10 Chosen, Legion Standard, Grenade Harness, Volkite Chargers (445 points).
Good for attacking mechanicum. 

5 Chosen, Thunder Hammers, Legion Standard, Grenade Harness (295 points).
Thunder hammers are excellent really. 

3 Chosen, 2 Combi-Meltas, 3 Chain Fists, Legion Standard, Grenade Harness (205 points). 
Distraction Carnifex for anti armour duty or light tank (and passenger) demolition. 

Thursday, January 29, 2026

Horus Heresy 3e Review: Tartaros Terminator Command Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. I do like terminators and they are a very good unit. 

Background.
Tartaros terminators are favoured where the commander wants a bit more speed and agility. Like power armour, but with terminator levels of protection. And in a command squad, they can take their pick of upgrades. 

Strengths. 
A solid stat line with 2 wounds, WS=5 and T=5. This is a squad for getting stuck into the enemy with. There are also a lot of upgrades to consider.

The main upgrade to take is going to be your Legion Standard. This is one of the main reasons for taking a retinue, so you should buy this. 

The grenade harness is similarly recommended for melee. 

Volkite chargers need to go big or go home. The combi bolt gun is still probably a slightly better choice overall unless you know you are facing non-marine armies. Combi-weapons are certainly useful, but the points cost will add up fast. 

I generally would not bother with a single lightning claw as a power weapon upgrade and instead consider a range of different types of power weapons if you are thinking along those lines. 

Pairs of lightning claws are very attractive in number and can do well overall - especially for swifter legions like Emperor's Children or ones that want to press a weight of attacks. 

Note that the FAQ also gives you access to the other melee weapons. So you might like to consider chain fists if you are facing off against armour or power fists and thunder hammers for harder armoured foes. 

Weaknesses. 
Loads of choices here, but my only advice is to watch the points cost creep. 

Builds.
10 Chosen 9 with twin lightning claws, 1 with Legion Standard, Grenade Harness (535 points). 
Savage melee monsters. But that points cost makes my eyes water. 

10 Chosen, Legion Standard, Grenade Harness, Volkite Chargers (445 points).
I generally don't like the chargers too much, but they can work against lesser foes in volume. 

5 Chosen, Thunder Hammers, Legion Standard, Grenade Harness (295 points).
I like thunder hammers all round. 

3 Chosen, 2 Combi-Meltas, 3 Chain Fists, Legion Standard, Grenade Harness (205 points). 
Distraction Carnifex for anti armour duty or light tank (and passenger) demolition. 

Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries